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Steven Parker, Michael Parker, Yarden Livnat, PeterPike Sloan, Charles Hansen, Peter Shirley, "Interactive Ray Tracing for Volume Visualization," IEEE Transactions on Visualization and Computer Graphics, vol. 5, no. 3, pp. 238250, JulySeptember, 1999.  
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@article{ 10.1109/2945.795215, author = {Steven Parker and Michael Parker and Yarden Livnat and PeterPike Sloan and Charles Hansen and Peter Shirley}, title = {Interactive Ray Tracing for Volume Visualization}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {5}, number = {3}, issn = {10772626}, year = {1999}, pages = {238250}, doi = {http://doi.ieeecomputersociety.org/10.1109/2945.795215}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, }  
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TY  JOUR JO  IEEE Transactions on Visualization and Computer Graphics TI  Interactive Ray Tracing for Volume Visualization IS  3 SN  10772626 SP238 EP250 EPD  238250 A1  Steven Parker, A1  Michael Parker, A1  Yarden Livnat, A1  PeterPike Sloan, A1  Charles Hansen, A1  Peter Shirley, PY  1999 KW  Ray tracing KW  visualization KW  isosurface KW  maximumintensity projection. VL  5 JA  IEEE Transactions on Visualization and Computer Graphics ER   
Abstract—We present a bruteforce ray tracing system for interactive volume visualization. The system runs on a conventional (distributed) sharedmemory multiprocessor machine. For each pixel we trace a ray through a volume to compute the color for that pixel. Although this method has high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current highend parallel systems. To gain efficiency several optimizations are used including a volume bricking scheme and a shallow data hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of unstructured data, and maximumintensity projection on rectilinear data. The system runs interactively (i.e., several frames per second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
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